封面
市場調查報告書
商品編碼
1653931

聯網玩具市場規模、佔有率和成長分析(按介面、分銷管道和地區)- 產業預測 2025-2032

Connected Toys Market Size, Share, and Growth Analysis, By Interface, By Distribution Channel, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 197 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

2023 年全球連網玩具市場規模價值 124 億美元,預計將從 2024 年的 155.6 億美元成長到 2032 年的 957.7 億美元,預測期內(2025-2032 年)的複合年成長率為 25.5%。

由於技術進步、消費者對互動和教育玩具的需求不斷成長以及物聯網 (IoT) 設備整合度不斷提高,全球連網玩具市場正在經歷強勁成長。這些創新玩具結合了實體和數位組件,透過感測器、攝影機和無線連接等功能提供豐富的遊戲體驗。一個顯著的趨勢是混合式遊戲的興起,它鼓勵孩子們學習。連網玩具透過提供個人化內容和即時回饋吸引了家長和教育工作者。市場上的產品種類繁多,從互動玩偶到擴增實境玩具套裝,主要企業優先考慮安全並注重創新,同時解決資料隱私和安全方面的擔憂。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 次要和主要資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分機會分析

市場動態及展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 限制與挑戰
  • 波特的分析

主要市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024 年)
  • PESTEL 分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析

連網玩具市場規模(依年齡層分類)及複合年成長率(2025-2032 年)

  • 市場概況
  • 5歲
  • 6至8歲
  • 9-12歲
  • 青少年(13-19歲)

連網玩具市場規模(按介面和複合年成長率) (2025-2032)

  • 市場概況
  • 智慧型手機
  • 藥片
  • 主機和 PC
  • 穿戴式裝置

連網玩具市場規模(依技術及複合年成長率) (2025-2032)

  • 市場概況
  • Wi-Fi
  • Bluetooth
  • 無線射頻識別 (RFID) 或近距離場通訊(NFC)
  • 人工智慧(AI)
  • 擴增實境(AR) 和虛擬實境 (VR)

連網玩具市場規模(按分銷管道和複合年成長率) (2025-2032)

  • 市場概況
  • 網路零售
  • 線下零售
  • 專賣店
  • 直接銷售

連網玩具市場規模(按類型和複合年成長率) (2025-2032)

  • 市場概況
  • 應用程式連接玩具
  • 聲控玩具
  • 無螢幕連網玩具
  • 穿戴式一體化智慧玩具
  • 機器人和可程式設計玩具
  • 智慧人偶與玩偶

連網玩具市場規模(依應用分類)及複合年成長率(2025-2032)

  • 市場概況
  • 教育
  • 娛樂
  • 健身與健康
  • 安全與監控

連網玩具市場規模(按地區分類)及複合年成長率(2025-2032 年)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲國家
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前 5 家公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採用的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024 年)
  • 主要企業簡介
    • 公司詳細資訊
    • 產品系列分析
    • 公司分部佔有率分析
    • 收益與前一年同期比較對比(2022-2024 年)

主要企業簡介

  • Mattel(US)
  • Hasbro(US)
  • LEGO(Denmark)
  • Sony Interactive Entertainment(Japan)
  • VTech(Hong Kong)
  • UBTECH Robotics(China)
  • Sphero(US)
  • Wonder Workshop(US)
  • DJI(China)
  • Digital Dream Labs(US)
  • WowWee(Hong Kong)
  • Miko(India)
  • Makeblock(China)
  • PlayShifu(India)
  • Anki(US)
  • Fisher-Price(US)
  • VTech Electronics(Hong Kong)
  • Clementoni(Italy)
  • Ravensburger(Germany)

結論和建議

簡介目錄
Product Code: SQMIG45I2110

Global Connected Toys Market size was valued at USD 12.4 billion in 2023 and is poised to grow from USD 15.56 billion in 2024 to USD 95.77 billion by 2032, growing at a CAGR of 25.5% during the forecast period (2025-2032).

The global connected toys market is witnessing robust growth, driven by technological advancements, rising consumer demand for interactive and educational toys, and the increasing integration of Internet of Things (IoT) devices. These innovative toys, which combine physical and digital components, offer enriched play experiences through features like sensors, cameras, and wireless connectivity. A notable trend is the rise of blended play, enhancing learning and engagement for children. Connected toys provide personalized content and real-time feedback, appealing to parents and educators alike. The market includes diverse products, from interactive dolls to augmented reality playsets, with key players focusing on innovation while prioritizing safety and addressing concerns around data privacy and security.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Connected Toys market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Connected Toys Market Segments Analysis

Global Connected Toys Market is segmented by Age Group, Interfacing Device, Technology, Distribution Channel, Type, Application and region. Based on Age Group, the market is segmented into 5 years, 6-8 years, 9-12 years and Teenagers (13-19 years). Based on Interfacing Device, the market is segmented into Smartphones, Tablets, Consoles & PCs and Wearables. Based on Technology, the market is segmented into Wi-Fi, Bluetooth, Radio Frequency Identification (RFID) or Near Field Communication (NFC), Artificial Intelligence (AI) and Augmented Reality (AR) and Virtual Reality (VR). Based on Distribution Channel, the market is segmented into Online Retail, Offline Retail, Specialty Stores and Direct Sales. Based on Type, the market is segmented into App-Connected Toys, Voice-Activated Toys, Screenless Connected Toys, Smart Toys with Wearable Integration, Robotics & Programmable Toys and Smart Action Figures and Dolls. Based on Application, the market is segmented into Educational, Entertainment, Fitness and Health and Security and Monitoring. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Connected Toys Market

The global connected toys market is propelled by significant technological advancements such as the Internet of Things (IoT), Artificial Intelligence (AI), and augmented reality (AR). These innovations facilitate the creation of toys that provide interactive and immersive experiences, greatly improving children's engagement and learning outcomes. The incorporation of sensors, connectivity, and intelligent features into toys has resulted in increased demand among tech-savvy consumers who are on the lookout for innovative and educational play alternatives. As a result, the market is witnessing a robust growth trajectory, reflecting the evolving preferences of families eager for modern, interactive play experiences.

Restraints in the Global Connected Toys Market

The Global Connected Toys market is facing significant constraints due to concerns surrounding privacy and data security. These toys frequently gather and share personal information, which can lead to potential vulnerabilities that put sensitive data at risk and may endanger children's safety. As regulatory oversight on data protection becomes more stringent, manufacturers are under increasing pressure to implement comprehensive security measures. This uncertainty has created reluctance among parents and guardians, hampering the adoption of connected toys in the market. Consequently, these issues represent a considerable obstacle for the growth and acceptance of connected toys globally.

Market Trends of the Global Connected Toys Market

The Global Connected Toys market is experiencing a significant upward trend, driven by the integration of Internet of Things (IoT) technology that enhances interactivity and engagement. These advanced toys facilitate internet connectivity, offering features like remote control, data collection, and real-time updates. The incorporation of sensors, cameras, and voice recognition fosters immersive, personalized experiences for children. Additionally, IoT-enabled toys seamlessly connect with smartphones and tablets, allowing parents to monitor and interact with their children during playtime. This convergence of technology is creating a vibrant market landscape, appealing to tech-savvy parents seeking innovative, safe, and educational play solutions for their children.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Connected Toys Market Size by Age Group & CAGR (2025-2032)

  • Market Overview
  • 5 years
  • 6-8 years
  • 9-12 years
  • Teenagers (13-19 years)

Global Connected Toys Market Size by Interfacing Device & CAGR (2025-2032)

  • Market Overview
  • Smartphones
  • Tablets
  • Consoles & PCs
  • Wearables

Global Connected Toys Market Size by Technology & CAGR (2025-2032)

  • Market Overview
  • Wi-Fi
  • Bluetooth
  • Radio Frequency Identification (RFID) or Near Field Communication (NFC)
  • Artificial Intelligence (AI)
  • Augmented Reality (AR) and Virtual Reality (VR)

Global Connected Toys Market Size by Distribution Channel & CAGR (2025-2032)

  • Market Overview
  • Online Retail
  • Offline Retail
  • Specialty Stores
  • Direct Sales

Global Connected Toys Market Size by Type & CAGR (2025-2032)

  • Market Overview
  • App-Connected Toys
  • Voice-Activated Toys
  • Screenless Connected Toys
  • Smart Toys with Wearable Integration
  • Robotics & Programmable Toys
  • Smart Action Figures and Dolls

Global Connected Toys Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Educational
  • Entertainment
  • Fitness and Health
  • Security and Monitoring

Global Connected Toys Market Size & CAGR (2025-2032)

  • North America (Age Group, Interfacing Device, Technology, Distribution Channel, Type, Application)
    • US
    • Canada
  • Europe (Age Group, Interfacing Device, Technology, Distribution Channel, Type, Application)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Age Group, Interfacing Device, Technology, Distribution Channel, Type, Application)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Age Group, Interfacing Device, Technology, Distribution Channel, Type, Application)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Age Group, Interfacing Device, Technology, Distribution Channel, Type, Application)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Mattel (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Hasbro (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • LEGO (Denmark)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sony Interactive Entertainment (Japan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • VTech (Hong Kong)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • UBTECH Robotics (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sphero (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Wonder Workshop (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DJI (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Digital Dream Labs (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • WowWee (Hong Kong)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Miko (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Makeblock (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • PlayShifu (India)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Anki (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Fisher-Price (US)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • VTech Electronics (Hong Kong)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Clementoni (Italy)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ravensburger (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations